Unreal Engine Re:Rapture [v0.0.2 Fix] [ViatorMessorem]

xRoguex

Well-Known Member
Aug 2, 2021
1,000
1,179
Yeah, you are absolutely right. There will be lot of options to work with females, also, with males. The only thing I won't add is any zoo content, and I also won't add any disguasting content, if you know what I mean.
Yes and I totally agree with that.
There will be a character creation system or only a gender selection?
 

ViatorMessorem

New Member
Dec 19, 2024
14
14
Yes and I totally agree with that.
There will be a character creation system or only a gender selection?
In the game, there are no plans to include full character customization or the choice (male/female). This is a story about Ami.
Moreover, there is a technical aspect to consider.
Adding customization is quite simple, especially basic customization, as it's just morphs and an interface for adjustments.
The problem is that it's not only a 3D game but also a 2D game. We don't use neural networks for 2D art, nor do we use 3D renders for pictures. Instead, everything is drawn by a single artist, which significantly limits the variability of the main character's appearance.
However, customization will be available, and it will include:

  • Hairstyle change and color change
  • Iris shape and color change
  • Lip color change
  • Tattoo addition
  • Clothing change
  • Accessory addition


    Nevertheless, players will be able to choose the starting genitalia of the character,
    so the LoChen potion will work in reverse.
Additionally, I should mention that Ami's face will also be altered. Not that I dislike the current version, but the fact is, I initially created it for completely different purposes. Originally, I designed Ami's model to use elements from Arc System's works, who made Guilty Gear: Strive, meaning the game was supposed to have more of an anime style. However, I encountered several technical problems, as the engine handled shaders in a strange way, so I postponed that moment.
In the end, to sum it up, Ami is still in for a transformation, but she will still remain Ami, and the overall visual style will be preserved.
 
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KSVreset

Newbie
Feb 20, 2018
46
72
This looks really interesting. I haven't tried it yet because it's definitely still proof-of-concept stage, but I love games with complex (sex)fighting mechanics, so I'll be keeping a close eye on its progress. Keep it up!
 
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FutaHoyah

Newbie
Oct 12, 2022
67
24
In the game, there are no plans to include full character customization or the choice (male/female). This is a story about Ami.
Moreover, there is a technical aspect to consider.
Adding customization is quite simple, especially basic customization, as it's just morphs and an interface for adjustments.
The problem is that it's not only a 3D game but also a 2D game. We don't use neural networks for 2D art, nor do we use 3D renders for pictures. Instead, everything is drawn by a single artist, which significantly limits the variability of the main character's appearance.
However, customization will be available, and it will include:

  • Hairstyle change and color change
  • Iris shape and color change
  • Lip color change
  • Tattoo addition
  • Clothing change
  • Accessory addition


    Nevertheless, players will be able to choose the starting genitalia of the character,
    so the LoChen potion will work in reverse.
Additionally, I should mention that Ami's face will also be altered. Not that I dislike the current version, but the fact is, I initially created it for completely different purposes. Originally, I designed Ami's model to use elements from Arc System's works, who made Guilty Gear: Strive, meaning the game was supposed to have more of an anime style. However, I encountered several technical problems, as the engine handled shaders in a strange way, so I postponed that moment.
In the end, to sum it up, Ami is still in for a transformation, but she will still remain Ami, and the overall visual style will be preserved.
If the game is well coded, enjoyable with replayability and not too difficult to mod, I'm sure people will add mods for different character types n such
 

ViatorMessorem

New Member
Dec 19, 2024
14
14
I'm sorry for a long response,
I prepared several new poses, corrected old bugs and introduced new mechanics (removing a couple of unnecessary ones), but now I am mainly doing programming to create the plot, prepared a draft leveling tree and now continue to prepare a dialogue branch for the introduction. By version 0.0.3 I want to prepare a plot fragment and introduce a skill leveling system.
 

ViatorMessorem

New Member
Dec 19, 2024
14
14
Heya!
A lot of new things have been created since the last update. Almost all the dialogues have been painted for a rather complicated prologue, a super convenient system for implementing the entire dialog system, a leveling system, a skill tree, a bunch of new animations, the artist has drawn characters for 2d animation and interface elements, in general, a whole bunch of everything. But for the last 2 weeks, I've been busy creating and integrating a new character. (Physics issues are for future me, don't want to spend any time trying to set it up perfectly right now.) Her name is Shairien, and she belongs to the Da'akini Vaersids of the Ier Gindari tribes. I understand that no one has understood anything, but that's okay. On my patreon page, I made publicly available posts with bits of lore explaining some of the features of the world. Anyway, the work is in full swing!
3-min.gif 4-min.gif
 

ViatorMessorem

New Member
Dec 19, 2024
14
14
While I was doing a full code refactoring (yeah, first versions were a prototypes) to improve convenience and support for external modifications, I made it much easier to create abilities (including for **), armor, weapons, and characters. Of course, I'll still need to add functions to ensure proper mod support, but that's a minor detail. The same goes for characters and equipment.
Still, this process took two 10 days, including fixing, improving, and removing some questionable mechanics. Right now, I feel like I'm getting pretty close to balanced gameplay. But still didnt integrate new animations.

However, the next version will be story-focused, as planned. The dialogues are written, the logic is set up- I just need to refine the combat system, implement progression and skill trees, adapt the inventory to the new system, and create a bunch of 3D assets for environments outside of combat. And of course I need animations for Shairien.
Also, today I decided to rework the camera, making it more dynamic, pleasant, and functional. I think this is the best version so far. There will also be a free camera mode for custom angles. And one more thing… jokes aside, today I added a first-person view.
 

ViatorMessorem

New Member
Dec 19, 2024
14
14
New Mechanics [part 1 - 3] - Satisfaction and Kinks

Okay, it seems like I've burned out. This happens, though, it's the first time in 4 months, my record huh. I realized I was burned out when I spent an hour trying to rework a formula for calculating... For me, burnout is a legitimate reason to take a break from work and thoughts about it. I'll spend a couple of days goofing off in RimWorld. Now let me tell you what I've been working on since my last blog in the discord!

I’ve added new animations, set up animation dependencies, tested their functionality, and realized that I need more auxiliary animations- animations that the character can initiate without defining the current key pose. Also, the clothing removal now works in poses where the character's hands are free.

I’m implementing a system for body parts stamina and health; these indicators only affect in Close Proximity.

I’ve decided to remove the "Desires" system for now and replace it with a "Kink" system. Each active pose activates a Kink, and if it matches one of the character's Kinks, their new "satisfaction" gauge increases. It fills up from most actions but has a bonus if the character has the corresponding Kink.

Also, poses have modifiers that influence the final Satisfaction. For example, if the player initiates an action during Close Proximity, such as a footjob, the calculation goes like this: Satisfaction (1 + [Preference Degree, if Kink is marked as Favorite, then +2, if as Adored, then +4, if Neutral, then +0]) pose kink modifier [from 1.0 to 3.0] initiator's mastery in this area [from 1.0 to 3.0].

In this case, the maximum bonus (with the highest skill class and great mastery) the character would get 45 Satisfaction. If the character has high mastery, a high-level ability, but enemy has no Kink, they would get only 9. Without Kink, mastery, and high-level ability, they would only get 3.

Satisfaction does not affect the target's Arousal, nor does it affect Climax bar, it’s more about pleasure from the process. Ultimately, Satisfaction influences the character’s Climax (as event). If the character’s Satisfaction is high, during Climax, even though they’ll lose part of their Max Stamina, they will still receive a certain buff.

However, if there are preferences, there are also things characters don’t like. It works the same way but in reverse. The Satisfaction scale starts at zero, which is neutral, but it can shift in either direction. If the character experiences Climax but has a low Satisfaction level at that moment, they will receive significant debuffs, becoming angrier and more Aggressive, but less effective in combat. These debuffs are permanent until the end of the Combat, and they can't be removed easily.

Oh, and if the character experiences Climax with high Satisfaction, they also lose some Aggression.

To summarize, caring about the opponent’s Satisfaction is the job of the submissive character, while caring about their own Satisfaction is the job of the dominant.

Each character has 3 positive Kinks and 3 negative Kinks (This number can be changed for balancing, just like any other numbers). But what about Ami? Ami can also have Kinks, which must be set before the battle, but they can be changed as Ami levels up or by using special items. I should remind you that Satisfaction is a very important parameter, especially to gain bonuses from Climax, not just debuffs to Max Stamina, which depends on current Arousal. Arousal can exceed the Max value and cause debuffs (with arousal from 100 to 199 - 1st tier "overexcited" debuff, from 200 to 299 - 2nd tier, and so on, with 5 total tiers, but Arousal can go higher).
 

ViatorMessorem

New Member
Dec 19, 2024
14
14
New Mechanics[part 2 - 3] - Body part Stats and Alchemy.

Body parts stats


Returning to body parts health and stamina- this serves as a limiter for both the player and enemies. These stats are separate from overall health and stamina. If a character uses an ability that requires their hands, their hand stamina will be consumed. If the ability affects the opponent’s genitals, the opponent’s genital health will decrease depending on the nature of the ability. If a character's body part stamina runs out, they can still use abilities, but now the ability will drain their Max Stamina instead. However, body part stamina regenerates over time. Stamina applies to the head, hands (for gameplay convenience, both hands share one stamina pool), legs (same logic), and back. Health, on the other hand, applies to genitals and the anus. If the health of these areas reaches zero, the character will start losing overall health. The severity of this loss depends on both the ability used and the characters’ stats and interactions- I think you get the idea huh. Health for body parts does not regenerate naturally. It can only be restored through healing potions or other regeneration methods.

Alchemy

Right now, I have to rebuild the inventory system again, but that's ok. Ultimately, characters can bring a limited number of potions into battle. This limit depends on the type of clothing they wear. Potions can be stored in removable equipment (armor) or non-removable gear (such as leg belt pouches). In the latter case, it's a choice between taking a belt pouch for extra potion storage or wearing another piece of equipment that provides different bonuses. Potions are crafted from two ingredients. Each ingredient has predefined internal (consumed) and external (applied to weapons) effects.
When combined, their effects interact, creating hybrid effects. If the ingredients have conflicting effects, the resulting potion will randomly favor one effect over the other. In the future, I plan to allow the use of an additional ingredient, which can be a duplicate of one of the base ingredients. This will reinforce that ingredient’s effects, ensuring they take priority.

Notably, each ingredient has multiple properties, making potions powerful and non-trivial. Potions are an essential resource, especially when facing stronger opponents. However, if a character loses their armor, they also lose access to potions stored in it. Characters with magic-related skills can store a small number of potions in a pre-prepared space within the Abyss- essentially, a hidden pocket. Some enemies may also carry potions and lose access to them when their armor is destroyed.
 

ViatorMessorem

New Member
Dec 19, 2024
14
14
New Mechanics [part 3 - 3] - Damage Characteristics. Seducer- summoner.

Damage Characteristics.


But how to Make Enemies Lose Armor Faster?

All weapon damage is divided into elemental types (each armor has its own resistance to elements and physical damage) and damage characteristics:

Blunt attacks deal less health damage but significantly more armor damage.

Piercing attacks deal higher health damage but less armor damage.

Slashing attacks provide a balanced mix of armor and health damage.

Additionally, damage type affects a character’s Stability, making the choice of attacks even more strategic.

Seducer- summoner.


At the beginning of her journey, Ami will gain access to Ierdis Magic- a unique form of sorcery. Like traditional Re:Rapture magic, it is tied to the Abyss, but it functions differently. To cast these spells, Ami must sacrifice her own Arousal. This magic is designed for accelerated seduction and can be used by both Submissive and Dominant seducers.

The earliest abilities in this path revolve around summoning the Hand of Ierdis- a demonic entity transformed into a magical hand. Ami can summon this hand to influence opponents from a distance. The Hand of Ierdis possesses multiple abilities, each with unique effects. As Ami progresses, she will learn to summon even more powerful demonic entities, though their purpose will always align with the one true desire of the God Ierdis.

That's it. There's also one more incredibly powerful mechanic exclusive to Ami, but it's too complex to explain right now. The important thing is that it's directly tied to the God's quests. At the start of combat, Ami can choose one of three Gods to pray to. The chosen God will then assign her three consecutive tasks. With each completed task, Ami will be offered a choice of powerful rewards, each capable of dramatically altering the course of battle and a little bonus to Ami's experience in the same God directive. However, she is not bound to follow this path- she can abandon the tasks at any time, marking her commitment to a different path, free from servitude to any of Gods.
 
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